Hornet Leader Rulebook
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Introduction................................................................................1 • Introduction Game Components ....................................................................2 You are the commander of a United States Navy or Marine Campaign Set-Up ......................................................................6 Corps state-of-the-art strike fighter squadron. Sequence of Play........................................................................8 Pre-Flight ..................................................................................8 As a squadron commander, you will be given missions and Target-Bound............................................................................10 targets to destroy, and an intelligence briefing to give you Over Target ..............................................................................10 information about the target and the positions of potential Home-Bound............................................................................14 enemy air defenses. It is up to you to choose your pilots and Debriefing ................................................................................14 arm their aircraft. Optional Rules ........................................................................16 Credits ......................................................................................17 If you’re good enough, you’ll be able to consistently Aircraft and Ordnance..............................................................17 accomplish your mission and bring all your pilots home. Sample Mission........................................................................21 The Areas adjacent to a Pre-Approach Area are: the Pre- • Game Components Approach Areas that touch the Pre-Approach Area, the Campaign Maps Approach Areas that touch the Pre-Approach Area, and the These sheets show the Target Stand-Off Areas that touch the Pre-Approach Area. opportunities, Campaign durations, and other Campaign The Areas adjacent to a Stand-Off Area are: the Pre-Approach specific information. Areas that touch the Stand-Off Area, and the Stand-Off Areas that touch the Stand-Off Area. There are 4 levels of Campaign difficulty. From easiest to hardest, The Die they are: Introductory, Standard, Whenever a die roll is called for in the game, roll a ten-sided Advanced, and Expert. We die (d10). This will generate random numbers from 1 to 10. recommend starting with Some dice have numbers ranging from 1 to 10, others range Introductory for your first from 0 to 9. Treat the die’s “0” face as being a “10”. Campaign. Counters The numbers on the map are Target numbers corresponding to Aircraft: Each counter has a Low the numbers in the top-right corners of the Target cards. Altitude side and a High Altitude side. The small white caret on each map shows the direction from which you are flying from your aircraft carrier. This does not effect game play. Air Defenses: These counters are double-sided. They have a Site on one side and a Bandit on the other. Help Sheet Sites are ground-based enemy gun and missile This sheet has helpful reference charts systems that Attack your Aircraft. and general information you’ll need to play the game. Bandits are enemy fighters that Attack your Aircraft. Place all the red Air Defense counters in a cup to draw from when you are determining Sites and Bandits present. Tactical Air Defenses have their Attack numbers across the top. Display Sheet The counter’s range number is in the black circle and indicates You will use this sheet the maximum range of the counter’s Attack. If a counter does to resolve the Over not have a range number, it can only Attack Aircraft in its same Target portion of each Area. mission. This sheet shows the Sequence of The H or L indicates its ability to Attack Aircraft at High, Low, Play and has areas to or both Altitudes. organize your cards. Adjacent Areas If the counter has an “R” in the upper left corner, the counter Always use the shortest path when calculating range for an can be Attacked with Anti-Radar weapons (AGM-88s) as well Attack or movement. as normal weapons. The Areas adjacent to the Center Area are: the Approach Areas. All Sites have an “S” in the top-left corner to indicate they are Soft Targets. Some weapons get a bonus to Attack Soft Targets. The Areas adjacent to an Approach Area are: the Center Area, The bonus is shown on their Weapon counters. the Approach Areas that touch the Approach Area, and the Pre- Approach Areas that touch the Approach Area. Some Sites and Bandits also have a positive or negative defense number in their top left corner. Apply this modifier to your die roll when Attacking them. Example: If a Site has a “+1” defense modifier it is easier to Hit. Add 1 to the die roll when you Attack the Site. Component note: The Taiwan Defense campaign uses the normal mix of Soviet fighters for the Chinese. China builds its 2 own fighters, but they are very similar in capability to the Weapons Soviet aircraft. Enemy Bombers: These counters are double- sided. They have a single enemy Bomber on one side and two enemy Bombers on the other. Flip and swap counters as needed as you Destroy the Bombers. Use these counters to represent the incoming enemy Bombers during the Carrier Defense missions. Each counter has a defense modifier that is added to your air combat Attacks against the Bombers. Attack the Bombers as you would a Bandit. Arm your Aircraft with weapon counters during the Arm Aircraft Phase. The military designation of each weapon is Treat each Bomber as an individual Target that must be printed vertically along its left edge. Destroyed like a Bandit. Weapons are either external munitions, internal munitions, or Example: One of your Pilots targets a Bomber counter with 2 systems carried by a Pilot's Aircraft. Each individual Aircraft is Bombers. He fires 4 Sidewinders and scores 3 Hits. He limited on what it can and cannot carry due to weight, destroys 1 enemy Bomber. Flip the counter to its 1 Bomber hardpoints, and flight systems. In Hornet Leader it is your job side. to arm your Aircraft with the right combination of weapons to get the job done. Bomber counters do not move on the Tactical Display like Bandits, they remain in the Center Area. Bomber counters do Each weapon counter has a Weight Point cost. The weapon not Attack your Aircraft. counters provided limit your selection. You may not use more of a given type of counter than the actual number of that Stress: Used to record the amount of Stress counter provided in the game. The counters have one type of suffered by each of your Pilots. When a Pilot munition on one side and a different type on the other side. As suffers Stress, immediately place the Stress counter you select the weapon counters, place them on the appropriate on his Aircraft card. Aircraft cards. Situational Awareness: Used to record the Types of Weapons Situational Awareness Points each Pilot has during There are three types of munition counters: Air to Air, Air to a mission. Flip and swap counters as needed. Ground, and Pods. Air to Air weapons (AIM-9s, AIM-7s, AIM-120s and AIM-54s) Target Damage: Used to note the Hits you’ve can only be fired against enemy Bandits. These counters have inflicted on the Target. yellow stripes as a visual reminder that they are Air to Air weapons. They can only be fired at Bandit counters, which also . have yellow stripes. Campaign Sheet Counters: Place the “Target” All other weapons are Air to Ground and can Attack Sites and counter on the Campaign Sheet as a reminder of Targets, but not Bandits. which Area your Target is in. ECM Pods are special. An ECM Pod helps to protect the Aircraft carrying it from enemy Attacks. Reference the Ordnance section for the specific rules. Weapon Characteristics Each weapon represented in the game has the following Place the Recon, Intel, and characteristics: Infra counters on the corresponding words of the Weight Points: Weight cost for arming an Aircraft Campaign Sheet. When with this weapon counter. referencing the Campaign Sheet tracks, use the information on the space to the right of each counter. Example: The Mk. 84 has a Weight Point cost of 3. It uses 3 Weight Points on an Aircraft. 3 Attack Number: Roll this number or Aircraft Cards higher to successfully Hit a target. Each Pilot/Aircraft card represents its crew and Aircraft. Each card has two sides that show different experience levels for the Maximum Attack Range (black): The Pilot. Throughout these rules, the terms Aircraft and Pilot refer maximum distance the weapon can travel to these cards. to Attack a target. 1 - Pilot Name - Pilot Anti-Radar: Some Sites have an “R” (Radar) call signs are for notation. AGM-88s have a matching “R” (Radar) reference purposes only. notation. AGM-88s cannot Attack Targets, they can They do not affect game only Attack Sites that have an “R” notation. play. Cannot Attack Range (red): If the weapon 2 - SA - Situational counter cannot Attack at a specific range, it will be Awareness - The Pilot’s shown in red next to the black range information Situational Awareness indicating a range you can use. skill value. For every point a Pilot has in this Example: The AIM-7 cannot Attack at range 0, but it can Attack skill, he can act twice at ranges 1 or 2. It cannot Attack at ranges beyond 2. during a turn. Once during the Slow step and Dispersed: Some weapons have a “D” in a black once during the Fast step. square to indicate they are immune to the Dispersed limitation on Target cards of only being 3 - Skill Rating - Pilot able to score 1 Hit per counter. skills are: Newbie, Green, Average, Skilled, Veteran, or Ace. The higher the rating, the better the Pilot skills. High Altitude Attacks: The weapon can be used by an Aircraft at High Altitude. 4 - Experience - The number of Experience Points the Pilot must earn to be promoted to his next higher skill level. High and Low Altitude Attacks: The weapon can 5 - Aircraft Type - The military designation for the Aircraft. be used by an Aircraft at High or Low Altitude.